AMD Radeon RX 6600S vs AMD Radeon Vega 8

GPU Comparison Result

Below are the results of a comparison of AMD Radeon RX 6600S and AMD Radeon Vega 8 video cards based on key performance characteristics, as well as power consumption and much more.

Advantages

  • Larger Memory Size: 4GB (4GB vs System Shared)
  • Higher Bandwidth: 224.0 GB/s (224.0 GB/s vs System Dependent)
  • More Shading Units: 1792 (1792 vs 512)
  • Newer Launch Date: January 2022 (January 2022 vs January 2021)

Basic

AMD
Label Name
AMD
January 2022
Launch Date
January 2021
Mobile
Platform
Integrated
Radeon RX 6600S
Model Name
Radeon Vega 8
Mobility Radeon
Generation
Cezanne
1700MHz
Base Clock
300MHz
2000MHz
Boost Clock
2000MHz
PCIe 4.0 x8
Bus Interface
IGP
11,060 million
Transistors
9,800 million
28
RT Cores
-
28
Compute Units
8
112
TMUs
?
Texture Mapping Units (TMUs) serve as components of the GPU, which are capable of rotating, scaling, and distorting binary images, and then placing them as textures onto any plane of a given 3D model. This process is called texture mapping.
32
TSMC
Foundry
TSMC
7 nm
Process Size
7 nm
RDNA 2.0
Architecture
GCN 5.1

Memory Specifications

4GB
Memory Size
System Shared
GDDR6
Memory Type
System Shared
128bit
Memory Bus
?
The memory bus width refers to the number of bits of data that the video memory can transfer within a single clock cycle. The larger the bus width, the greater the amount of data that can be transmitted instantaneously, making it one of the crucial parameters of video memory. The memory bandwidth is calculated as: Memory Bandwidth = Memory Frequency x Memory Bus Width / 8. Therefore, when the memory frequencies are similar, the memory bus width will determine the size of the memory bandwidth.
System Shared
1750MHz
Memory Clock
SystemShared
224.0 GB/s
Bandwidth
?
Memory bandwidth refers to the data transfer rate between the graphics chip and the video memory. It is measured in bytes per second, and the formula to calculate it is: memory bandwidth = working frequency × memory bus width / 8 bits.
System Dependent

Theoretical Performance

128.0 GPixel/s
Pixel Rate
?
Pixel fill rate refers to the number of pixels a graphics processing unit (GPU) can render per second, measured in MPixels/s (million pixels per second) or GPixels/s (billion pixels per second). It is the most commonly used metric to evaluate the pixel processing performance of a graphics card.
16.00 GPixel/s
224.0 GTexel/s
Texture Rate
?
Texture fill rate refers to the number of texture map elements (texels) that a GPU can map to pixels in a single second.
64.00 GTexel/s
14.34 TFLOPS
FP16 (half)
?
An important metric for measuring GPU performance is floating-point computing capability. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy.
4.096 TFLOPS
448.0 GFLOPS
FP64 (double)
?
An important metric for measuring GPU performance is floating-point computing capability. Double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy, while single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
128.0 GFLOPS
7.311 TFLOPS
FP32 (float)
?
An important metric for measuring GPU performance is floating-point computing capability. Single-precision floating-point numbers (32-bit) are used for common multimedia and graphics processing tasks, while double-precision floating-point numbers (64-bit) are required for scientific computing that demands a wide numeric range and high accuracy. Half-precision floating-point numbers (16-bit) are used for applications like machine learning, where lower precision is acceptable.
2.089 TFLOPS

Miscellaneous

1792
Shading Units
?
The most fundamental processing unit is the Streaming Processor (SP), where specific instructions and tasks are executed. GPUs perform parallel computing, which means multiple SPs work simultaneously to process tasks.
512
128 KB per Array
L1 Cache
-
2MB
L2 Cache
-
80W
TDP
45W
1.3
Vulkan Version
?
Vulkan is a cross-platform graphics and compute API by Khronos Group, offering high performance and low CPU overhead. It lets developers control the GPU directly, reduces rendering overhead, and supports multi-threading and multi-core processors.
1.2
2.1
OpenCL Version
2.1
4.6
OpenGL
4.6
12 Ultimate (12_2)
DirectX
12 (12_1)
None
Power Connectors
None
64
ROPs
?
The Raster Operations Pipeline (ROPs) is primarily responsible for handling lighting and reflection calculations in games, as well as managing effects like anti-aliasing (AA), high resolution, smoke, and fire. The more demanding the anti-aliasing and lighting effects in a game, the higher the performance requirements for the ROPs; otherwise, it may result in a sharp drop in frame rate.
8
6.5
Shader Model
6.4

Benchmarks

FP32 (float) / TFLOPS
Radeon RX 6600S
7.311 +250%
Radeon Vega 8
2.089
Blender
Radeon RX 6600S
1033 +1566%
Radeon Vega 8
62